Renderer: Blit texture to window instead of using a full renderpass
This may improve performance and allow for render targets to customize how they blit the final texture (allowing for render-to-texture)
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@@ -310,7 +310,7 @@ namespace Nz::GL
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}
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}
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bool Context::BlitTexture(const OpenGLTexture& texture, const OpenGLTexture& destination, const Boxui& srcBox, const Boxui& dstBox, SamplerFilter filter) const
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bool Context::BlitTexture(const OpenGLTexture& source, const OpenGLTexture& destination, const Boxui& srcBox, const Boxui& dstBox, SamplerFilter filter) const
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{
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if (!m_blitFramebuffers && !InitializeBlitFramebuffers())
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return false;
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@@ -363,7 +363,7 @@ namespace Nz::GL
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};
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// Attach textures to color attachment
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BindTexture(m_blitFramebuffers->readFBO, texture);
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BindTexture(m_blitFramebuffers->readFBO, source);
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BindTexture(m_blitFramebuffers->drawFBO, destination);
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// Validate framebuffer completeness
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@@ -383,6 +383,29 @@ namespace Nz::GL
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return true;
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}
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bool Context::BlitTextureToWindow(const OpenGLTexture& texture, const Boxui& srcBox, const Boxui& dstBox, SamplerFilter filter) const
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{
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if (!m_blitFramebuffers && !InitializeBlitFramebuffers())
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return false;
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// Bind framebuffers before configuring them (so they won't override each other)
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BindFramebuffer(FramebufferTarget::Draw, 0);
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BindFramebuffer(FramebufferTarget::Read, m_blitFramebuffers->readFBO.GetObjectId());
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// Attach textures to color attachment
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BindTextureToFramebuffer(m_blitFramebuffers->readFBO, texture);
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// Validate framebuffer completeness
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if (GLenum checkResult = m_blitFramebuffers->readFBO.Check(); checkResult != GL_FRAMEBUFFER_COMPLETE)
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{
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NazaraErrorFmt("blit read FBO is incomplete: {0}", TranslateOpenGLError(checkResult));
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return false;
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}
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glBlitFramebuffer(srcBox.x, srcBox.y, srcBox.x + srcBox.width, srcBox.y + srcBox.height, dstBox.x, dstBox.y + srcBox.height, dstBox.x + dstBox.width, dstBox.y, GL_COLOR_BUFFER_BIT, ToOpenGL(filter));
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return true;
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}
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bool Context::ClearErrorStack() const
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{
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assert(GetCurrentContext() == this);
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@@ -1196,4 +1219,47 @@ namespace Nz::GL
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return true;
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}
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void Context::BindTextureToFramebuffer(Framebuffer& framebuffer, const OpenGLTexture& texture)
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{
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if (texture.RequiresTextureViewEmulation())
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{
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const TextureViewInfo& texViewInfo = texture.GetTextureViewInfo();
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if (texViewInfo.viewType != ImageType::E2D)
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throw std::runtime_error("unrestricted texture views can only be used as 2D texture attachment");
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const OpenGLTexture& parentTexture = *texture.GetParentTexture();
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switch (parentTexture.GetType())
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{
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case ImageType::Cubemap:
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{
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constexpr std::array<GLenum, 6> faceTargets = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z };
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assert(texViewInfo.baseArrayLayer < faceTargets.size());
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GLenum texTarget = faceTargets[texViewInfo.baseArrayLayer];
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framebuffer.Texture2D(GL_COLOR_ATTACHMENT0, texTarget, parentTexture.GetTexture().GetObjectId(), texViewInfo.baseMipLevel);
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break;
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}
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case ImageType::E1D:
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case ImageType::E2D:
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framebuffer.Texture2D(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, parentTexture.GetTexture().GetObjectId(), texViewInfo.baseMipLevel);
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break;
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case ImageType::E1D_Array:
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case ImageType::E2D_Array:
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case ImageType::E3D:
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framebuffer.TextureLayer(GL_COLOR_ATTACHMENT0, parentTexture.GetTexture().GetObjectId(), texViewInfo.baseArrayLayer, texViewInfo.baseMipLevel);
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break;
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}
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}
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else
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{
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if (texture.GetTexture().GetTarget() != TextureTarget::Target2D)
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throw std::runtime_error("blit is not yet supported from/to other texture type than 2D textures");
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framebuffer.Texture2D(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.GetTexture().GetObjectId(), 0);
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}
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}
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}
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